Feat Changes: Martial Weapon Proficiency grants the PC familiarity with a group weapons.

Traits: Characters start with 1 regional trait and two other traits. Rich Parents and Flame of the Dawnflower are not allowed. New traits are also available. Ideas for new traits can be discussed with the GM.

Alignments Allowed: Lawful Good, Lawful Neutral, Neutral, Neutral Good, and Chaotic Good. We will be using a sliding scale to track alignment (-10 to 10).

Gaining Levels: Trained skills and abilities are increased with a good nights sleep. New skills, feats, abilities, and arcane spells are gained through training.

Grappling: Opponents who are much larger than their attacker do not gained the grappled condition if grappled by smaller foes. When grappling, the attack must indicate how the target is being grappled (head, arm, leg, torso, etc)

Falling Damage: Damage has been increased (1d6 for 10’; 3d6 for 20’; 6d6 for 30’…55d6 for 100’). There is a chance of being stunned from a fall.

Rituals: Rituals are a more primitive method of casting spells, but can allow access to affects that casters may normally not have access to. The magic is unpredictable and dangerous and a botched ritual can lead to wounds, permanent injury, magical taint, burned out magic ability, or death.

Spell Casting: Per normal rules, spells with a verbal component require that the caster to project his voice. The volume is slightly greater than a normal speaking voice. Spells with somatic components may be cast with one hand.